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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. @@ZanderNao I agree, but I have to correct you on one thing: There was a guy back on Filefront Forum, before it became Gamefront - he had build Yodas Hut and some of the surrounding area in radiant. I was supposed to help him with a few mushroom models and other random clutter before he disappeared. It was quite a shame.
  2. @@Lyrion try to aim for a vertex count below 1000. If you end up slightly above that it's no big deal.
  3. same with imgur That looks like a solid start for your highpoly base @@Lyrion
  4. Ah. I missed that part. The JKA Version ships with his Sith Stalker model.
  5. Use this Stalker Hilt: https://jkhub.org/files/file/624-sith-stalkers-hilt/ Houhou's clone Starkiller hilt is the one from the announcement Trailer Rooxons clone starkiller hilt is from a piece of concept art done for the aberrant clones you get to fight in the game Mine is based on the one he actually uses in the game, for reference: cutscene, ingame, concept art Oh man, looking at those old sabers I did is kinda funny now. I could improve them so much if I were to redo them now. Anyway I think those are all the sabers he ever used in the games.
  6. That is not a 2^n based resolution.Try 2048 or 4096 squared. While it's true that textures need to be by the power of 2, and all numberd that fall into that category are even, the power of two criteria does not equal "no odd numbers". And all textures that are to be used in this game have to fullfill this criterium.
  7. I have no idea, easiest way ro figure that one out would be to try loading a 2048^2 texture as the levelshot. Worst case scenario is that it crashes the game, but I doubt that there's any difference in handling these in comparison to other textures.
  8. yep. exactly. And if you have 2 portals that see each other your game will crash.
  9. it's a bit of both. http://www.1upclan.info/hosted/bubba-map-tuts/mirror1.html EDIT: for JKA you want to use textures/system/mirror1 textures/system/mirror1 { qer_editorimage textures/system/qer_mirror.tga portal q3map_nolightmap } The portal flag is responsible for the way it works.
  10. There should be a shader stage for this, you should look for that in the q3a shader manual.
  11. I've been a bit short on freetime recently @@Pickles256, so I'm afraid there isn't anything to show.
  12. .rar and .7z offer better compression rates than .zip, this means smaller filesizes.
  13. For .rar files and other compressed formats.
  14. Because it is natively supported on all Operating Systems.
  15. That's easy enough to do with my highly flexible PBR to JKA smart material.
  16. It does not radiate heat, but the blades core is supposed to be incredibly hot.Just remember Qui Gon melting his way through the blast doors in EP1.
  17. There is no need to bump a thread that is still on the first page of the requests sub forum, please try to refrain from that in the future. Thank you.
  18. That is a common thing with console ports. And The Ultimate Sith Edition ran just fine on my old pc from 2007. Which wasn't even built for gaming. So it really wasn't that bad, nowadays I am mostly bothered by the fact, that it's locked to 30 FPS.
  19. This depends largely on the shader and the source texture. textures/bespin/water3 { qer_editorimage textures/bespin/water1 surfaceparm nonsolid surfaceparm nonopaque surfaceparm water surfaceparm fog surfaceparm trans q3map_material Water q3map_nolightmap q3map_onlyvertexlighting fogparms ( 0.113725 0.137255 0.380392 ) 1024.0 { map textures/bespin/water1 blendFunc GL_ONE GL_ZERO rgbGen exactVertex alphaGen const 1 tcMod scroll 0.005 0.01 tcMod turb 1 0.03 0 0.3 } { map textures/bespin/water1 blendFunc GL_ONE GL_SRC_ALPHA rgbGen exactVertex alphaGen const 0.5 tcMod scroll -0.005 -0.01 tcMod turb 0 -0.03 0.5 -0.3 } } This should work for you, put this in a shader file and you will find a new water3 shader under bespin.
  20. @@RecklessJames would you mind posting your tga textures?
  21. I ran 2015 on Windows 10 without any problems. Doing the same with 2016 at the moment.
  22. oh, I see - I thought you meant those - nvm then!
  23. The original source meshes will most likely allready be a single mesh object
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